#1, town, is an original way-point from before Multiverse. Notice that world name is left blank. There was no other worlds when it was generated.
#2, 1nine4spawn, is the first way-point I made after installing Multiverse. Here the world name is 1nine4, the name of my newly added world.
#3. testis the second way-point I made after Multiverse. It is done in the original world, same as example #1 above. You can see the world name as world since I named this world as such upon returning from 1nine4
So if I tell VoxelMap to use no map, I get all way-points from both maps plus original way-points and the original map, way-points from other maps superimpose their surrounding map on current map.
If I select world, I loose all original and 1nine4 way-points and the original map.
If I select 1nine4, in its world, I get exactly what I want with no interference from other stuff
I tried naming the world in example #1 to world. The result is you loose the original map, but you do get the way-point townin the now uncharted world.
I'm guessing there must be something that can be edited that would either define the original map as the world map. Or maybe there is way to tell VoxelMap that the unnamed, original world is also the same map for the newly created world map. Or maybe there is a name or code for the original world map that I could reference in the *.points file. only I don't know what it is?
As of now I believe that the original map is unnamed.
Hello I got a strange issue and I am not really sure if it was when I updated to version 1.6.21_for_1.11.2 or not.
When I enter the nether I cannot see all my waypoints on the map (m or v). If I start to zoom in some of the ones that I can see disappear as well off the (m - map). Those however come back when I zoom all the way out again. And there are several waypoints that do not even show up at all on the map. I have checked to ensure they are all visable and shown in the settings as well as the correct world ;).
I have telelported using the waypoints to those locations but they still do not appear on the map but get this...they are on the mini-map and the ones that are further away, their icon indicators show on the mini map as normal.
Finally, this is only an issue in the nether. The overworld and end work just fine.
Mine does exactly the same I can still teleport to them if I click carefully but they don't always show up! Crazy. It's only a minor thing though as I try my best not to teleport half the time
Hello I got a strange issue and I am not really sure if it was when I updated to version 1.6.21_for_1.11.2 or not.
When I enter the nether I cannot see all my waypoints on the map (m or v). If I start to zoom in some of the ones that I can see disappear as well off the (m - map). Those however come back when I zoom all the way out again. And there are several waypoints that do not even show up at all on the map. I have checked to ensure they are all visable and shown in the settings as well as the correct world ;).
I have telelported using the waypoints to those locations but they still do not appear on the map but get this...they are on the mini-map and the ones that are further away, their icon indicators show on the mini map as normal.
Finally, this is only an issue in the nether. The overworld and end work just fine.
Any suggestions on how to fix this?
hah I have a pretty good idea how that is happening. I'll have to fix it. Thanks for pointing it out
explanation: recent version (1.6.21 maybe) checks if a point is actually on the screen before drawing it. Before I was just drawing all of them, even if they weren't visible. Testing on a server where I converted all 1900 warps to waypoints, that was dumb and slow. So added a check that they were on screen.
Directly accessing pt.x and pt.z is dumb though, as those are the *overworld* coordinates (leftover from when waypoints applied across dimensions. I mean they still can, just not by default). If I change that line to
everything will be fine. getX() and getZ() translate from overworld coordinates to nether coordinates (when in the nether), so the isOnScreen method doesn't get values that are 8 times to big, and decide that means they shouldn't be drawn.
point.x and point.z really should be private variables, and only accessible via the getters and setters that do the /8 and *8 translation for the nether (preventing dumb lazy bugs like what you are seeing), but I can't guarantee there aren't other mods (a certain waypoint sharing mod comes to mind) that aren't accessing them directly and which would break if I set the variables private. Might just bite the bullet and do so for the next minecraft version, when any mods that want to access them would have to be recompiled anyway.
Q: How do I name my current world to save the map after having installed Multiverse on my server.
I have a server with 'World' and VoxelMap(with an extensive map) - I then added Multiverse and added a second world, 'World2.''
I logged on and spawned in 'World' and VoxelMap worked fine as usual.
I went to 'World2' and got this - "VoxelMap: Unknown world! Please select your current world in the Multiworld screen." - I didn't see any names so I selected < New Name > and named it 'World2' and VoxelMap worked fine. (Or did I see a name, can't properly remeber, sry.)
I returned to 'World' and got this - "VoxelMap: Unknown world! Please select your current world in the Multiworld screen." Which I thought was odd since I had the 'World' map for a while now, but I proceeded to click on < New Name > and named it 'World.' (definitly no names offered here!)
At this point I lost the map and many way-points... which I have since found in the VoxelMap directory.
Through troubleshooting I was able to return to 'World' and get the same message as above, plus my map and way-points were restored. Oddly I also I noticed that whilst in 'World', without naming it, I bumped into the only way-point I created in 'World2', "/spawn world2". but the map detailing that area in 'World2' was superimposed at the same coords on the 'World' map. However, all this was lost as soon as I named it 'World.' I deleted "/spawn world2"
but the superimposition on the map remains, sans way-point, and it does
get remapped when you walk through it. I also tried naming it 'Overworld' as I found that in the "/Voxelmods/cache" directory, but that didn't seem to work unless I did something wrong.
Thank you for any help you can offer, best mod ever!!!
it is expected that any cached map data you had before enabling multiworld goes away. Enabling multiworld means starting over with the cached data, now that it knows there are multiple worlds to store data for.
Waypoints created before enabling multiworld, rather inconsistently, do not go away, but apply to all worlds. New ones will only apply to the world they are created in (assuming VoxelMap knows which world that is). The old ones can be fixed by editing your .points file and specifying which world a waypoint belongs to.
You can copy the old map cache data from the non multiworld folder (address/overworld (dimension 0)) to the new multiworld location (address/world/overworld (dimension 0)) but if you already got some stuff from world 2 in there you could see some weirdness. The old location can, over time, become a bit of a mess with data from multiple worlds mixed together as data is stored there when VoxelMap doesn't know which subworld it is in yet (new world, new area of a world, or just the split second before the auto detection figures out which on it is in)
If you are running the server, journeymap-server can communicate with VoxelMap on the client so you don't have to rely on inputting the names yourself, and VoxelMap would know right off the bat that it is multiworld, instead of only finding out when you warp to a new world that is the same dimension as the previous one. Would have saved some trouble
Anyway, since that wasn't installed, it's easiest to edit preexisting waypoints in notepad or whatever, and let the map cache rebuild per world. They'll be kept separate going forward, but there's currently no way for VoxelMap, once it becomes aware it is in a multiworld situation, to know which one of them corresponds to the one it used to think was the only world.
hah I have a pretty good idea how that is happening. I'll have to fix it. Thanks for pointing it out
... but I can't guarantee there aren't other mods (a certain waypoint sharing mod comes to mind) that aren't accessing them directly and which would break if I set the variables private. Might just bite the bullet and do so for the next minecraft version, when any mods that want to access them would have to be recompiled anyway.
That will not be an issue, at least for my server, as I don't have any other mods that access VoxelMap for waypoints.
The only other mods that do have waypoints on my server are Dynmap & Dynmap CommandBook (which I use on the admin side and players do not have access or know the url to the map page) But neither of these interface with your mod.
I can fix the bug (by using the getter methods) without setting them to private, that's just something for the future to save me from making the same dumb mistake somewhere else. 1.6.22 or whatever the next number is will have this fixed
This is probably unfixable. I play localhost with Voxelmap. I have a few different servers I boot up from time to time. The map screen has artifacts from other servers loaded on it. I play my lightly-modded server mostly (More Player Models is all there is) and I'm still seeing Pokémon Centers on the map screen from my old Pixelmon server. Not game-breaking, just annoying, and like I said, how would one patch that?
Copying original overworld files over to newly named "original" world, .cache/*/world/Overworld (dimension 0), and editing old relevant points from *world:* to *world:world* totally fixed it.
This is probably unfixable. I play localhost with Voxelmap. I have a few different servers I boot up from time to time. The map screen has artifacts from other servers loaded on it. I play my lightly-modded server mostly (More Player Models is all there is) and I'm still seeing Pokémon Centers on the map screen from my old Pixelmon server. Not game-breaking, just annoying, and like I said, how would one patch that?
easiest way would be to run each server on a different port. Not really necessary normally since they don't run at the same time, but VoxelMap will see them as separate addresses then and keep their data apart. Probably have to reset the cache to get rid of multiple worlds' data being mashed into one
Copying original overworld files over to newly named "original" world, .cache/*/world/Overworld (dimension 0), and editing old relevant points from *world:* to *world:world* totally fixed it.
great that all looks a tad more confusing with a generic name like "world"; glad you got it sorted
I had a weird issue with Minecraft-Flux and reported an issue there. If it is possible can you take a look at the issue there? The mod author claims it has something to do on your end but when I remove Minecraft-Flux I have no issues with about 90 mods; go figure; but I did state I would inform you. Thank you for your consideration and thank you for your mods; Minecraft simply wouldn't be the same without them!
I had a weird issue with Minecraft-Flux and reported an issue there. If it is possible can you take a look at the issue there? The mod author claims it has something to do on your end but when I remove Minecraft-Flux I have no issues with about 90 mods; go figure; but I did state I would inform you. Thank you for your consideration and thank you for your mods; Minecraft simply wouldn't be the same without them!
I read the issue in github and he stated that he couldn't see the problem cause lite-loader uses obfuscate and forge uses srg. Both might work together but srg can very easily be readable cause mcp(that created readable minecraft code) uses srg to make mods useful in other version with out need of recomplie/redo the mod.
Rollback Post to RevisionRollBack
Minecraft mod developer. I will always answer pm's.
I read the issue in github and he stated that he couldn't see the problem cause lite-loader uses obfuscate and forge uses srg. Both might work together but srg can very easily be readable cause mcp(that created readable minecraft code) uses srg to make mods useful in other version with out need of recomplie/redo the mod.
By the way, I also read your crash log and I know what kind of error it is but I don't know where it's from.(Cause obfuscate)
Rollback Post to RevisionRollBack
Minecraft mod developer. I will always answer pm's.
I had a weird issue with Minecraft-Flux and reported an issue there. If it is possible can you take a look at the issue there? The mod author claims it has something to do on your end but when I remove Minecraft-Flux I have no issues with about 90 mods; go figure; but I did state I would inform you. Thank you for your consideration and thank you for your mods; Minecraft simply wouldn't be the same without them!
an error happened during initialization of VoxelMap. When Liteloader tries to call it later it gets a null pointer exception, since VoxelMap isn't there. The actual error that caused VoxelMap to fail to load happened earlier. I'd need to see the full game output, not just the crash log.
*EDIT* tried loading flux and VoxelMap at the same time, same result as you. In my game output, the relevant bit was
[05:35:57] [Client thread/ERROR]: Exception caught during firing event net.minecraftforge.event.AttachCapabilitiesEvent$Entity@558b63c8:
java.lang.NullPointerException
at szewek.mcflux.wrapper.InjectWrappers.wrapEntity(InjectWrappers.java:108) ~[InjectWrappers.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_106_InjectWrappers_wrapEntity_AttachCapabilitiesEvent.invoke(.dynamic) ~[?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:568) [ForgeEventFactory.class:?]
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:553) [ForgeEventFactory.class:?]
at net.minecraft.entity.Entity.<init>(Entity.java:212) [sn.class:?]
at com.mamiyaotaru.voxelmap.util.t.<init>(Unknown Source) [t.class:?]
at com.mamiyaotaru.voxelmap.u.<init>(Unknown Source) [u.class:?]
at com.mamiyaotaru.voxelmap.t.do(Unknown Source) [t.class:?]
at com.mamiyaotaru.voxelmap.litemod.LiteModVoxelMap.onInitCompleted(Unknown Source) [LiteModVoxelMap.class:?]
at com.mumfrey.liteloader.client.LiteLoaderEventBrokerClient.onStartupComplete(LiteLoaderEventBrokerClient.java:299) [LiteLoaderEventBrokerClient.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
at com.mumfrey.liteloader.client.ClientProxy.onStartupComplete(ClientProxy.java:55) [ClientProxy.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
at net.minecraft.client.Minecraft.handler$onStartupComplete$zbp000(Minecraft.java:46) [bes.class:?]
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556) [bes.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352) [bes.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_77]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_77]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_77]
at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_77]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
That might mean more to the Flux developer. It's happening on spawning an Entity with a null world. That entity (used to draw waypoints) is quickly replaced by an Entity that is spawned in the current world, and is only there to catch a corner case where a deathpoint was being added before a world loaded.
So I can try to not create one without a World (to use before the player enters a world), and hope I don't run into a NullPointerException when a deathpoint or something tries to add itself to the waypoint Entity. Or the Flux maintainer can figure out why an Entity that is initialized with a null world causes a crash with his mod and no other ones. Ideally, I can prevent my NPE *AND* he can fix his NPE.
edge tends to change it from .litemod to .zip. Since Windows Explorer can open zip files almost like folders, perhaps there's some confusion there. Or maybe it is actually unzipping it for him too. Haven't seen that with Edge but it happens on Macs sometimes and is great fun.
I have problems with the mod 1.11.2, sand and paths are not displayed correctly(screen 1,2)
but this happens only with the texture pack
unfortunately I can't tell name this texture, because I gathered them from several texture packs in one, but I can if you need to throw a reference to this Assembly (i use overlays pack and item bound and other...)
or you can just write a play without a texture pack
but it would be better if you fixed it... probably
To save us all time, I'm just gonna share this from over on the LiteLoader forum page:
Rollback Post to RevisionRollBack
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Thank you for your help but I'm afraid I don't quite understand what you mean.
In the "/voxelMap/cache" folder, is a folder named after my server-address. It contains folders for each current world.
There are 4 folders, 1- 1nine4, 2- Nether (dimension -1), 3- Overworld (dimension 0), 4- world. (I created 1nine4 and world.)
Within the "/VoxelMap" folder are the " *.points " files , (way-points), and the corresponding file to my map is named " <server-address>.points "
Within that file I see the following samples:
So if I tell VoxelMap to use no map, I get all way-points from both maps plus original way-points and the original map, way-points from other maps superimpose their surrounding map on current map.
If I select world, I loose all original and 1nine4 way-points and the original map.
If I select 1nine4, in its world, I get exactly what I want with no interference from other stuff
I tried naming the world in example #1 to world. The result is you loose the original map, but you do get the way-point town in the now uncharted world.
I'm guessing there must be something that can be edited that would either define the original map as the world map. Or maybe there is way to tell VoxelMap that the unnamed, original world is also the same map for the newly created world map. Or maybe there is a name or code for the original world map that I could reference in the *.points file. only I don't know what it is?
As of now I believe that the original map is unnamed.
Hello I got a strange issue and I am not really sure if it was when I updated to version 1.6.21_for_1.11.2 or not.
When I enter the nether I cannot see all my waypoints on the map (m or v). If I start to zoom in some of the ones that I can see disappear as well off the (m - map). Those however come back when I zoom all the way out again. And there are several waypoints that do not even show up at all on the map. I have checked to ensure they are all visable and shown in the settings as well as the correct world ;).
I have telelported using the waypoints to those locations but they still do not appear on the map but get this...they are on the mini-map and the ones that are further away, their icon indicators show on the mini map as normal.
Finally, this is only an issue in the nether. The overworld and end work just fine.
Any suggestions on how to fix this?
Mine does exactly the same I can still teleport to them if I click carefully but they don't always show up! Crazy. It's only a minor thing though as I try my best not to teleport half the time
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hah I have a pretty good idea how that is happening. I'll have to fix it. Thanks for pointing it out
explanation: recent version (1.6.21 maybe) checks if a point is actually on the screen before drawing it. Before I was just drawing all of them, even if they weren't visible. Testing on a server where I converted all 1900 warps to waypoints, that was dumb and slow. So added a check that they were on screen.
if(pt.inWorld && pt.inDimension && isOnScreen(pt.x, pt.z)) {
Directly accessing pt.x and pt.z is dumb though, as those are the *overworld* coordinates (leftover from when waypoints applied across dimensions. I mean they still can, just not by default). If I change that line to
if(pt.inWorld && pt.inDimension && isOnScreen(pt.getX(), pt.getZ())) {
everything will be fine. getX() and getZ() translate from overworld coordinates to nether coordinates (when in the nether), so the isOnScreen method doesn't get values that are 8 times to big, and decide that means they shouldn't be drawn.
point.x and point.z really should be private variables, and only accessible via the getters and setters that do the /8 and *8 translation for the nether (preventing dumb lazy bugs like what you are seeing), but I can't guarantee there aren't other mods (a certain waypoint sharing mod comes to mind) that aren't accessing them directly and which would break if I set the variables private. Might just bite the bullet and do so for the next minecraft version, when any mods that want to access them would have to be recompiled anyway.
it is expected that any cached map data you had before enabling multiworld goes away. Enabling multiworld means starting over with the cached data, now that it knows there are multiple worlds to store data for.
Waypoints created before enabling multiworld, rather inconsistently, do not go away, but apply to all worlds. New ones will only apply to the world they are created in (assuming VoxelMap knows which world that is). The old ones can be fixed by editing your .points file and specifying which world a waypoint belongs to.
You can copy the old map cache data from the non multiworld folder (address/overworld (dimension 0)) to the new multiworld location (address/world/overworld (dimension 0)) but if you already got some stuff from world 2 in there you could see some weirdness. The old location can, over time, become a bit of a mess with data from multiple worlds mixed together as data is stored there when VoxelMap doesn't know which subworld it is in yet (new world, new area of a world, or just the split second before the auto detection figures out which on it is in)
If you are running the server, journeymap-server can communicate with VoxelMap on the client so you don't have to rely on inputting the names yourself, and VoxelMap would know right off the bat that it is multiworld, instead of only finding out when you warp to a new world that is the same dimension as the previous one. Would have saved some trouble
Anyway, since that wasn't installed, it's easiest to edit preexisting waypoints in notepad or whatever, and let the map cache rebuild per world. They'll be kept separate going forward, but there's currently no way for VoxelMap, once it becomes aware it is in a multiworld situation, to know which one of them corresponds to the one it used to think was the only world.
That will not be an issue, at least for my server, as I don't have any other mods that access VoxelMap for waypoints. The only other mods that do have waypoints on my server are Dynmap & Dynmap CommandBook (which I use on the admin side and players do not have access or know the url to the map page) But neither of these interface with your mod.
Thanks!
I can fix the bug (by using the getter methods) without setting them to private, that's just something for the future to save me from making the same dumb mistake somewhere else. 1.6.22 or whatever the next number is will have this fixed
This is probably unfixable. I play localhost with Voxelmap. I have a few different servers I boot up from time to time. The map screen has artifacts from other servers loaded on it. I play my lightly-modded server mostly (More Player Models is all there is) and I'm still seeing Pokémon Centers on the map screen from my old Pixelmon server. Not game-breaking, just annoying, and like I said, how would one patch that?
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Thank you so much MamiyaOtaru,
Copying original overworld files over to newly named "original" world, .cache/*/world/Overworld (dimension 0), and editing old relevant points from *world:* to *world:world* totally fixed it.
easiest way would be to run each server on a different port. Not really necessary normally since they don't run at the same time, but VoxelMap will see them as separate addresses then and keep their data apart. Probably have to reset the cache to get rid of multiple worlds' data being mashed into one
great that all looks a tad more confusing with a generic name like "world"; glad you got it sorted
@MamiyaOtaru
I had a weird issue with Minecraft-Flux and reported an issue there. If it is possible can you take a look at the issue there? The mod author claims it has something to do on your end but when I remove Minecraft-Flux I have no issues with about 90 mods; go figure; but I did state I would inform you. Thank you for your consideration and thank you for your mods; Minecraft simply wouldn't be the same without them!
I read the issue in github and he stated that he couldn't see the problem cause lite-loader uses obfuscate and forge uses srg. Both might work together but srg can very easily be readable cause mcp(that created readable minecraft code) uses srg to make mods useful in other version with out need of recomplie/redo the mod.
Minecraft mod developer. I will always answer pm's.
By the way, I also read your crash log and I know what kind of error it is but I don't know where it's from.(Cause obfuscate)
Minecraft mod developer. I will always answer pm's.
an error happened during initialization of VoxelMap. When Liteloader tries to call it later it gets a null pointer exception, since VoxelMap isn't there. The actual error that caused VoxelMap to fail to load happened earlier. I'd need to see the full game output, not just the crash log.
*EDIT* tried loading flux and VoxelMap at the same time, same result as you. In my game output, the relevant bit was
That might mean more to the Flux developer. It's happening on spawning an Entity with a null world. That entity (used to draw waypoints) is quickly replaced by an Entity that is spawned in the current world, and is only there to catch a corner case where a deathpoint was being added before a world loaded.
So I can try to not create one without a World (to use before the player enters a world), and hope I don't run into a NullPointerException when a deathpoint or something tries to add itself to the waypoint Entity. Or the Flux maintainer can figure out why an Entity that is initialized with a null world causes a crash with his mod and no other ones. Ideally, I can prevent my NPE *AND* he can fix his NPE.
Hello, I've been having a problem with downloading the mod, The problem is whenever
I go to download the mod on any provided website it doesn't download the .litemod version it comes
in a folder named mod_voxelMap_1.6.21_for_1.11.2 witch I assume is for other mod loaders.
If anybody can tell me where I can get the .litemod version it would be of great help.
Thank you =)
Ok so I tried that and it didn't work But just for clarification
What I did was Got the folder put it in the mods\1.11.2 folder
renamed the folder to mod_voxelMap_1.6.21_for_1.11.2 loaded
the game and instantly crashed...?
(P.S. to my knowledge I use Microsoft edge)
edge tends to change it from .litemod to .zip. Since Windows Explorer can open zip files almost like folders, perhaps there's some confusion there. Or maybe it is actually unzipping it for him too. Haven't seen that with Edge but it happens on Macs sometimes and is great fun.
Anyway, if someone is going to insist on using Edge to download, you'll get a .zip. Change it back to a .litemod file like so: http://quehow.com/how-to-change-a-file-extension-in-windows-10/4450.html Or use Firefox to download and don't worry about it
hi.
I have problems with the mod 1.11.2, sand and paths are not displayed correctly(screen 1,2)
but this happens only with the texture pack
unfortunately I can't tell name this texture, because I gathered them from several texture packs in one, but I can if you need to throw a reference to this Assembly (i use overlays pack and item bound and other...)
or you can just write a play without a texture pack
but it would be better if you fixed it... probably
could u pls make this a forge mod pls plspls
To save us all time, I'm just gonna share this from over on the LiteLoader forum page:
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!